Thursday 7 May 2009

Week 7:

By this time thoughts were beginning to turn to assembling a final build for our presentation before Easter. Until now our completed content was separated amongst several different builds and we had never actually brought it together. This meant that completing any unfinished material was top priority…including our enemy model.

Unfortunately all attempts to correct the weight problems on the model had failed; with the legs how they were, the system would never be able to make the correction, and the way the model had been constructed meant that moving the legs into a new position was proving just as impossible. Therefore, the decision was made to remake the model from scratch in a straighter more outstretched pose, so as to make weight painting and animating possible. Fortunately, as I had already created the first model in the past, I was able to speed though production of the new model, and had the base model rigged and ready for texturing and weighting by the end of the week:
Photobucket
Photobucket
A quick test of the model to check it works in Torque engine.
Prior to the rigging, Harry also asked me to make sure the model was scaled for the project, as he had noticed it to be far too big in the past. For this I downloaded Hannah’s Chrono model, and used it as a scale, comparing also to an older diagram drawn nearer the start of the project that compared the sizes of our three characters:
Photobucket
Photobucket
Also, I was asked to produce an asset list by Brendan; a list of all the elements that had to appear in the game for it to work, along with their file name and any properties that may be important. I worked on the first version of this on an evening over the weekend and uploaded it to the site. As with the questions list, i suspected that this would be a file i updated over the course of the project.

No comments:

Post a Comment